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October 26, 2021, 01:45:59 am

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1
Help! / Re: Mods not working on Mac em...
Last post by duque121 - Yesterday at 10:31:25 pm
Got it.  Thanks for all the information everyone!  I may just have to sit back and wait patiently until the re-release. 

Y'all are awesome. Thanks for everything you do. Keep up the amazing work!
2
Help! / Re: Mods not working on Mac em...
Last post by Elric - Yesterday at 08:14:54 pm
Current versions of Jot5 are gonna work best on ePSXe or pSX, as there was some load delay issues in the original build. The build we are working on for the re-release and Ch2, does not have this issue and should work fine on whatever, though there is no current ETA, we are further along now than we were before now lol
3
Final Fantasy Tactics / Re: How should elements work w...
Last post by nitwit - Yesterday at 04:00:04 pm
Quote from: Orkney on Yesterday at 02:48:16 pmHi,

It's something i was thinking about too.

I went to something slightly different :
- Healing + absorb --> the Heal is boosted
- Healing + cancel --> No Heal (taking it as an immunity to that element)
- Healing + Weak --> Half the heal (like if the target is uncompatible to that element)
- Healing + Half --> Normal amount : it's a heal, there's nothing to resist at. it could be think as an affinity to the element too (with a slight boost).
The issue there is that stacking benefits helps a lot in one case, not at all in another, and gives reduced benefit in another. Plus you didn't mention what Healing + Normal would be - in vanilla it's your Healing + Half.

What I want to do is replace each of the 4 defensive element affinity bytes with 8 nybbles, with one nybble per element. Do this everywhere there's an elemental affinity - gear and jobs IIRC. Then sum up the values and assign a defensive elemental characteristic based on the result.

 7: 7/4 Damage Increase
 6: 3/2 Damage Increase
 5: 5/4 Damage Increase
 4: 1/1 Damage Increase
 3: 3/4 Damage Increase
 2: 1/2 Damage Increase
 1: 1/4 Damage Increase
 0: Normal
-1: 1/4 Damage Reduction
-2: 1/2 Damage Reduction
-3: 3/4 Damage Reduction
-4: 1/1 Damage Reduction
-5: 1/4 Damage Absorb
-6: 1/2 Damage Absorb
-7: 3/4 Damage Absorb
-8: 1/1 Damage Absorb

Note that I had to do things backwards to get 100% absorb in there, so people would assign a value of 0xf to a nybble to grant absorb. You'd need to account for over and underflow too, and given that there's no built-in operations for nybble addition, subtraction, and signedness you'd need to implement that too.

8 nybbles is 4 bytes, which is the amount of data that can be read at once, so depending on where it's placed that can be very convenient. This isn't much of a consolation given what you'd need to implement.

The selling points of this system are:
1. You can mix elemental affinities on gear and jobs, and the results will mesh with each other in a predictable way that create opportunities for creative builds.
2. Implementing something like the FFTA Geomancy support skill (hopefully with a caveat that it only affects enemies) or other things that mess with elemental affinities is much easier.

FFTA Geomancy is interesting. So is a defensive support that makes all of your defensive elemental affinities move down by 2 or 3 would be well worth a valuable support slot, as would one that does the same for allied targets of your skills (turn a black mage into a healer if your allies already have a decent elemental affinity).
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Help! / Re: Mods not working on Mac em...
Last post by nitwit - Yesterday at 03:35:20 pm
I can verify that Jot5 doesn't work on a PSP, unfortunately. Monster Tactics does, though that's not what you asked.

I recommend that you slide into the Duckstation discord and ask them if anyone has a Mac build. I don't see one on the assets page of their github, but maybe you'll have better luck.

https://github.com/stenzek/duckstation
5
Final Fantasy Tactics / Re: How should elements work w...
Last post by Orkney - Yesterday at 02:48:16 pm
Hi,

It's something i was thinking about too.

I went to something slightly different :
- Healing + absorb --> the Heal is boosted
- Healing + cancel --> No Heal (taking it as an immunity to that element)
- Healing + Weak --> Half the heal (like if the target is uncompatible to that element)
- Healing + Half --> Normal amount : it's a heal, there's nothing to resist at. it could be think as an affinity to the element too (with a slight boost).
6
Help! / Re: Mods not working on Mac em...
Last post by Nyzer - Yesterday at 01:41:19 am
Jot5 release and CCP are known not to run on console (and probably not certain emulators as well). Not sure about Durai.

Unfortunately, I don't know any more about Macs myself, and couldn't tell you what the best emulator is for FFT mods on it.
7
Help! / Re: Mods not working on Mac em...
Last post by duque121 - October 24, 2021, 02:19:56 pm
Quote from: Nyzer on October 24, 2021, 02:14:21 pmWhich one?

I've been using Journey of the Five mainly.  I've also tried Celdia's Complete Patch and Durai Records. 
8
Help! / Re: Mods not working on Mac em...
Last post by Nyzer - October 24, 2021, 02:14:21 pm
Quote from: duque121 on October 24, 2021, 01:49:59 pmI'm patching using .PPF patches.

Which one?
9
Help! / Re: Mods not working on Mac em...
Last post by duque121 - October 24, 2021, 01:49:59 pm
Quote from: Nyzer on October 24, 2021, 01:41:00 pmYou'll need to be specific about what kind of patched files you're using.

In the earlier days of FFT hacking, ASM hacks would break the game on all but the most inaccurate/least prone to crashing emulators. Later hacks have been made less fragile, though certain emulators still can't handle them well, even if the original hardware can.

It's also possible that the original ISO is dirty, and you need to get a new one and then patch it all over again.

I'm patching using .PPF patches.  The patch applicator I'm using is MultiPatch.  I downloaded the ISO file from EmuParadise.  And again, the original ISO does fine on OpenEmu, so I'm wondering if PCSXR itself is glitchy, although I've deleted and re-downloaded from different sources and I get the same results.

Are there any other details that may be useful to know?  I'm a novice when it comes to playing modded roms, so please forgive my ignorance.
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Help! / Re: Mods not working on Mac em...
Last post by duque121 - October 24, 2021, 01:46:41 pm
I'm patching using .PPF patches.  The patch applicator I'm using is MultiPatch.  I downloaded the ISO file from EmuParadise.  And again, the original ISO does fine on OpenEmu, so I'm wondering if PCSXR itself is glitchy, although I've deleted and re-downloaded from different sources and I get the same results.

Are there any other details that may be useful to know?  I'm a novice when it comes to playing modded roms, so please forgive my ignorance. 
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